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-
- This file contains hints for difficult situations in Dark Forces(*)
- that have stumped many people, based on the frequency of questions
- seen on the forums. It's designed to get you unstuck but not
- completely spoil the level for you as a walkthrough would.
-
- To use it, go to the section for the level you're stuck in
- and read the questions sequentially until you find the one that
- matches your situation. Then read the clue underneath.
-
-
- Most questions come with several clues. Each clue is
- more revealing than the one preceding it. If you want
- to keep at least some of the pleasure of solving the
- puzzle yourself, read only the HINT's (if there are
- multiple hints, each HINT is more revealing than the previous
- one.) If you're desperate, read the ANS, but be warned,
- ANS's contain complete spoilers.
-
- Compass directions (N,S,E,W) are given with the assumption
- that north always points up on the map.
-
- All clues are for the PC version of Dark Forces. I think
- pretty much everything applies to the Mac version as well.
-
- I am not associated with and do not represent LucasArts
- in any way or form by providing this document. All information
- here is derived by direct observation of the game by me and
- other players. I've tried to ensure the accuracy of everything
- stated here but I take no responsibility for any loss or damages
- incurred by lost sleep, emotional suffering, galaxies lost to
- oppressive empires or any other consequences of errors or ommissions
- in this document.
-
- Email feedback can be sent to 71756,751 (Compuserve).
-
-
- (*) DARK FORCES is a Copyright of LucasArts Entertainment Company.
-
-
- MISSION #1
- ==============================================================
-
- ++Q1: I'm stuck in the first hallway and can't go anywhere.
- None of the doors will open.
-
- ANS:
- ! The big door at the end of the hallway is controlled by
- ! the switch to its left (looks like a square with a red
- ! border.) Go up to the switch and press the spacebar.
-
-
-
-
-
- ++Q2: Where do I find the red key?
-
-
-
-
-
- HINT:
- ! Colored keys in Dark Forces often appear when you
- ! kill a certain officer (the brownshirted dudes.) The key
- ! has an upright cylindrical shape and you hear a "schwoompf"
- ! sound when you pick it up. You may have already picked it up
- ! without realizing it: check your inventory.
-
-
-
-
- ANS:
- ! From your starting point, go due south, open the
- ! big door at the end of the hall and enter the ring-shaped
- ! courtyard surrounding the building. On the wall ahead
- ! of you, there are two gray doors with spoke-like patterns
- ! on them. Either one takes you to a tiny room where one
- ! wall is a lift. Ride the lift up to a control room and
- ! kill the officer there. Pick up the key that he drops.
-
-
-
-
-
-
-
- MISSION #2
- ==============================================================
-
- ++Q1: I'm stuck in the first part of this level because none
- of the doors will open.
-
-
-
-
- HINT:
- ! It's not a bug. These are powered doors and won't work
- ! until you turn on the hydroelectric generator (the first
- ! mission goal.)
-
-
-
-
- ANS:
- ! To get to the generator, you'll have to get to the main
- ! part of the city which is across the river from where
- ! you start. Work east until you reach a balcony overlooking
- ! a courtyard full of stormtroopers. Jump ("X") off the
- ! balcony into the courtyard and cross the bridge into the
- ! city. If you fall into the river, swim a short way north
- ! and you'll find a drain where you can climb onto land.
-
-
-
-
-
-
-
- MISSION #3
- ==============================================================
-
- ++Q1: How the @#$% do I find this weapons guy? I've been around
- and around these tunnels and I'm going crazy!!!
-
-
-
-
-
- HINT 1:
- ! This puzzle looks as if it might be very tedious to solve
- ! but it actually isn't. The clue you need isn't buried in some
- ! obscure dark tunnel. Each switch affects something that you
- ! can see from the position of that switch and it doesn't
- ! matter what order you throw the switches in. The key
- ! to be methodical: understand the effect of every switch
- ! that you throw and think about its ramifications. Use your
- ! map heavily. Don't waste time looking for Doom-style
- ! secret doors; they do exist in this level but none of them
- ! are part of the critical path.
-
-
-
-
-
- HINT 2:
- ! If you look around the big rooms full of goo, you'll see
- ! that there are some tunnels high up on the wall (and
- ! thought you can't see them, some below the surface
- ! of the goo.) Those tunnels can be reached; make those
- ! your objective.
-
-
-
-
-
- HINT 3:
- ! When throwing the switches in the control rooms with
- ! the windows, be watching outside the window to see what
- ! happens.
-
-
-
-
-
- ANS:
- ! Find the rotary switch on the island inside the first
- ! pile of goo. The switch opens one of four grates.
- ! Down the first two grates, there is a control room
- ! with a switch; throwing each switch raises the level of
- ! the goo in the central chamber. Note that on the chamber's
- ! north wall, there's a high tunnel that's glowing on and off:
- ! that's the tunnel you want.
- ! Down the third grate, you reach a control room which
- ! overlooks a smaller chamber of goo. Throwing this switch
- ! LOWERS the level of the goo here, which reveals a previously
- ! submerged door. Now enter this new door, go up the spiral
- ! stairs and enter the REAL third control room and throw
- ! the switch there. Now the central chamber's goo will have
- ! risen high enough that you can go down the second grate
- ! and swim straight to the glowing tunnel.
- ! The optimal order to go down the grates is first, third,
- ! second.
-
-
-
-
-
- ++Q2: I've gotten as far as the pillars and there's a Gran throwing
- grenades at me from a doorway across a canyon. How do I get
- to where he is? It's too far to jump.
-
- ANS:
- ! Don't forget the speed key (by default, the left-shift key.)
- ! This is the first time you actually need it to solve a level.
-
-
-
-
-
-
-
-
- MISSION #4
- ==============================================================
-
- ++Q1: I've reached the main lobby of the research facility but
- there's a pair of double doors that won't open. How do I
- open these?
-
-
-
-
- HINT:
- ! You can't do that from here. The base is strongly protected
- ! against frontal assaults. You need to find a back way in.
- ! The route is kind of hidden but isn't anything stupid like
- ! a secret wall panel or something that requires you to make
- ! a leap of faith.
-
-
-
-
-
- ANS:
- ! From the landing pad, go down the only available passage
- ! to the first open area, cross the narrow bridge going
- ! west, then go a short way up the stairs. As you reach
- ! an open area, you'll see a stormtrooper shooting at you
- ! from an alcove to your right, just across a short gap.
- ! (Look for a shield unit in the alcove.) Jump to the
- ! alcove. There are some stairs leading up from here
- ! (may be hard to see) that will take you linearly to
- ! a vent which you can jump into to enter the facility.
-
-
-
-
-
- ++Q2: I'm inside the facility and have reached a big gray door that
- looks like a vault with a combination lock. How do I find
- the combination?
-
-
-
-
- HINT:
- ! A "code key" that displays the combination is being carried
- ! around by an officer somewhere in the facility. Kill the officer
- ! and you get the card. To read the symbols on the card, check
- ! your inventory. The route to the code key officer is not
- ! really hidden but it's inconspicuous and easy to miss
- ! if you rush around.
-
-
-
-
-
- ANS:
- ! Starting from the room with the combination lock,
- ! go back out the original entrance door to the dark
- ! hall. Head west until the passage branches. Take
- ! the one going north (a long, curving staircase going up.)
- ! When you reach the room at the end, look for a recessed
- ! staircase in the north wall. Continue up until you cross
- ! a bridge and end up in front of a door with a red circle.
- ! Go through the red circle door and continue till you reach
- ! a control room overlooking the lobby. (You may have entered
- ! this lobby from outside earlier.) Shoot the officer here
- ! and he'll drop a code key.
-
-
-
-
-
-
- ++Q3: I have the card and have tried the symbols. No dice.
-
-
-
-
- ANS:
- ! The symbols displayed on the card are poorly scaled
- ! and it's easy to get similar-looking symbols mixed up.
- ! Match them up carefully. As soon as you hit the right
- ! combination, you'll hear the door open: you don't need
- ! to run to the door and try it every time.
-
-
-
-
-
-
-
- ++Q4: I've found the metal sample but can't get back out
- because I can't jump that high drop.
-
-
-
-
- HINT:
- ! Correct. You can't get back out the way you came in.
- ! You'll need to find another way. Go back to the area
- ! where you found the code key as the clues you need
- ! are around there. See Q2 if you didn't find the code key.
-
-
-
-
- ANS:
- ! In the code key room, there's a switch which opens
- ! the double doors leading into the lobby. To get to
- ! the double doors, exit back out the red circle door
- ! and make an immediate turn to the right (north.)
-
-
-
-
-
-
-
-
- MISSION #5
- ==============================================================
-
- ++Q1: I've entered the facility and gone all the way down
- to the room with the big slow-moving piston and a
- red door. No matter what I do, the red door won't open.
- Now what?
-
-
-
-
- HINT:
- ! The red door will not open at this time. Ignore it.
-
-
-
-
- ANS:
- ! The big piston acts as an elevator. Jump on it, then
- ! ride it down and look for an opportunity to jump
- ! into an opening in the wall.
-
-
-
-
-
-
-
-
- ++Q2: I'm at the big red pit with tunnels going off on four
- sides and I'm getting REALLY TIRED of falling down to the
- bottom and getting hurt. I hate all this jumping.
-
-
-
-
-
- HINT:
- ! You may be trying to solve this mission without the blue
- ! key which is possible but involves some near-suicidal
- ! leaping. Finding the blue key will make your job much
- ! easier.
-
-
-
-
-
- ANS:
- ! Get the blue key (see Q3 if you don't know how.)
- ! Enter the blue key door and proceed until the passage
- ! "deadends" in a big piston hole that goes down who
- ! knows where. Take the leap down - it's a short way.
- ! Keep going and you'll reach the south ledge poking
- ! into the pit. To your right is the east ledge (with
- ! another piston just beyond it.) You need to jump
- ! diagonally from here to the east ledge. This jump
- ! may take a few tries and can't be avoided.
-
-
-
-
-
-
-
- ++Q3: Where's the blue key?
-
-
-
- HINT:
- ! It's visible from one the vantage points in the big
- ! red pit in Q2. Look around.
-
-
-
-
- ANS:
- ! Stand at the west ledge looking into the big red pit.
- ! Just to your right (south) is a tiny alcove in the wall.
- ! Enter the alcove (don't jump, just walk briskly across
- ! the gap.) and you'll grab the key. The key can be
- ! seen more easily from the vantage point on the north ledge.
-
-
-
-
-
-
-
-
- ++Q4: I'm at the second big red pit facing south with a big piston
- going up and down to my right. But all the tunnels here are
- too far to reach.
-
-
-
-
- HINT:
- ! The answer is visible from where you stand but
- ! you need to look everywhere.
-
-
-
-
-
- ANS:
- ! Just below the south edge, there's another narrow ledge
- ! jutting out from the wall. Drop down gently on it.
- ! From here, jump across the piston into the tunnel
- ! with the thermal detonators. The other two tunnels
- ! can be jumped to from the ledge but it's a risky jump
- ! and they're not very interesting.
-
-
-
-
-
-
-
- ++Q5: I've found the exchange coupling but I can't find the
- sequencer charge anywhere.
-
-
-
-
-
- ANS:
- ! The sequencer charge isn't an inventory item. You don't
- ! need to find it. Just walk up to the exchange coupling
- ! and press spacebar.
-
-
-
-
-
-
-
- ++Q6: I've set the sequencer charge, now I'm stuck in the room
- with this thing that keeps killing me.
-
-
-
-
-
- HINT:
- ! You'll have to kill it before you can leave the area.
-
-
-
-
- ANS:
- ! The creature is a Phase I Dark Trooper and is not as hard
- ! to deal with as it may seem. Firing straight at him with
- ! a rifle is not very efficient, however, as he holds a reflective
- ! shield in his left hand which can parry many shots and bounce
- ! them right back at you. The fastest way to dispatch a DT1
- ! is to crouch, aim your rifle slightly upward (so any deflected
- ! shots will fly right over your head) and weave back and forth
- ! as you shoot him. Your weaving ruins his ability to parry
- ! and he usually goes down in seconds. If this doesn't happen,
- ! back off a bit, adjust your position and try again.
- ! Another way to deal with this DT is with thermal detonators
- ! which he can't parry.
- ! Once the DT is gone, a new door will open next to the lift
- ! that brought you here.
-
-
-
-
-
- ++Q7: I've set the sequencer charge but now I'm stuck behind
- a hallway full of doors that keep closing before I can
- get through them.
-
-
-
-
- ANS:
- ! There's no way to keep the doors open except by holding
- ! down the button. Hold it down for about a minute, then
- ! run like hell.
-
-
-
-
-
-
-
-
- MISSION #6
- ==============================================================
-
- ++Q1: How do I get past the forcefield on floor S4?
-
-
-
- HINT:
- ! There's a switch hidden in a tunnel nearby. Timing is important
- ! here.
-
-
-
-
- ANS:
- ! From the elevator, go slightly right, then forward into
- ! the side chamber where the Imperials are. On the south wall,
- ! there's a vent you can jump into. Turn on your lights
- ! and go all the way to end of the vent. Turn the switch
- ! here to shut down the force field for a SHORT time. Run
- ! fast to make the force field before it reactivates.
-
-
-
-
-
-
-
- ++Q2: How do I get past the forcefield on floor S5? (The
- one with the remotes beyond.)
-
-
-
- HINT:
- ! Hmm, notice that you just took some damage from that remote?
-
-
-
- ANS:
- ! The force-field flickers off periodically: watch the top and
- ! bottom of the field and when they stop blinking, run straight
- ! through.
-
-
-
-
-
-
- ++Q3: I'm outside a white room with a red ring switch on the inside
- wall, but the door won't let me in.
-
-
-
-
- HINT:
- ! If you're having trouble here, you probably also thought
- ! that the process of getting off the flying shuttle and into
- ! the detention center was horribly dangerous. There's something
- ! about these ring switches that you haven't noticed yet. Anyway,
- ! you have to activate this one to open the doors.
-
-
-
-
- ANS:
- ! Red ring switches are laser activated. Shoot it from outside
- ! the room.
-
-
-
-
-
-
- ++Q4: I've found the cell block where Madine is held and got code keys
- 1 and 2. But the cell block door won't open and I can't
- find a combo lock. Help!
-
-
-
- HINT 1:
- ! Without question, this is the puzzle that stumps more people than
- ! any other. However, this is also one of the fairest, most logical
- ! and elegant puzzles in the game so you should REALLY try to figure
- ! it out. First clue: Remember the briefing said that you couldn't
- ! penetrate the high-security cell block from the outside once the
- ! guards are alerted. You can't not alert the guards so you CANNOT
- ! open this door from this side. You need to find a way to bypass
- ! it and the entry to this secret route is nowhere near this room.
- ! Don't even look here for clues; just save the code keys for
- ! later.
-
-
-
-
- HINT 2:
- ! The following are all clues to the puzzle: the gray doors speeding
- ! by you while you ride the elevators; the diagram on the wall
- ! in the red key room, and the area behind the grill with the fan
- ! in floor S2.
-
-
-
-
-
- HINT 3:
- ! Found a strange gray door that seems to open to a blank
- ! wall with red lights? Seems pretty useless, right? Actually,
- ! it's critical. Go on to Q5. If you haven't found this door
- ! yet, either look for the red key OR look for cracked walls
- ! to blast open with grenades or mines (you don't actually
- ! need the red key to get into the red key room.)
-
-
-
-
-
-
- ++Q5: I'm in the red key room and all there is is a gray door
- that opens to a blank wall with a couple of red lights.
- What am I supposed to do with this?
-
-
-
- HINT:
- ! This door is absolutely critical. And believe it or not,
- ! you already have the means to get rid of that wall.
- ! Think VERY HARD about where you are. Look at the map
- ! in zoom mode. It should become blindly clear what
- ! that "wall" is and how to remove it.
-
-
-
-
- ANS:
- ! The "wall" is actually the back of your elevator car!
- ! In fact, you're on the other side of one of those gray
- ! doors that were speeding past you while riding the elevator.
- ! Go back to the entry to the first elevator (right next to the
- ! red key door) and press the elevator control from the _outside_
- ! to send it down one floor. Now go back and try the door.
- ! The "wall" is gone and you can drop into the elevator shaft
- ! and stand on the gridded roof of your car (crouch when you
- ! do this as the fall will hurt a little; no way to avoid this.)
- ! Now, exit the _other_ gray door to enter the fan area between
- ! the elevators (which should look familiar as you saw this place
- ! through the grill on floor S2.) Now proceed through another
- ! gray door which leads to the high-security elevator shaft.
- ! Straight across you is yet another gray door leading out of the
- ! shaft. If you left the high-security elevator at floor S3,
- ! you can just walk across; otherwise, you'll need to jump
- ! it. (If you left it on the top floor, you'll be blocked; but
- ! there's a panic button on the elevator support (!) which will
- ! open an escape hatch so you can send the elevator down a level
- ! and try again.) Once you're through this final door, you'll
- ! be in a new area.
-
-
-
-
-
- ++Q6: I've reached the trash compactor but I keep getting crushed
- and can't get anywhere.
-
-
-
-
- HINT:
- ! Keep trying because there's something critical at the other end.
-
-
-
-
-
- ANS:
- ! As soon as you enter the trash area, go straight to the
- ! north side and get on top of the rising pillar where
- ! you're out of reach of the dianogas. You won't have to
- ! enter the water again so take your time. Move all the way
- ! to the west end of the north pillar and look south; there's
- ! another rising pillar to the other side. Wait for the right
- ! moment, then jump to it. Now, go to the west end of that pillar
- ! and repeat going north. Finally, do a diagonal jump from the west
- ! end of the second north pillar to the small door on the west
- ! wall. Don't rush through this part, it's not really not that
- ! hard.
-
-
-
-
-
-
-
-
- MISSION #7
- ==============================================================
- ++Q1: Wasn't this level a breeze to figure out after the detention
- level?
-
-
-
-
- ANS:
- ! Yes.
-
-
-
-
-
-
-
-
-
-
- MISSION #8
- ==============================================================
-
- ++Q1: Where do I find the blue key?
-
-
-
- HINT:
- ! Concentrate on the waterfalls.
-
-
-
-
- ANS:
- ! Go all the way counter-clockwise around the facility until you
- ! deadend near the south end of the map. Notice a little hole
- ! in the wall next to the waterfall. Jump into the hole and travel
- ! up the stairs behind the waterfall. The passage becomes a river;
- ! follow it down but watch for an ice ledge to your left; when
- ! it passes by, jump on it. The blue key is here. Of course, now
- ! that you have the blue key, you don't even need it because you
- ! can jump onto the conveyer belt from here.
-
-
-
-
-
-
-
- ++Q2: I've done everything asked, and the goal screen says
- I've completed all the objectives. But I'm back at the
- landing area and my ship never comes back. Why have I
- been abandoned?
-
- ANS:
- A number of people have reported hitting this bug; I don't
- know what triggers it. If you're certain you've finished
- all the goals, type "LASKIP" and you'll move on to the
- next level.
-
-
-
-
-
-
- MISSION #9
- ==============================================================
-
- ++Q1: How do I hop a ride on the gray thing that's flying around?
-
-
-
-
- ANS:
- ! You can't, it's just there for looks. Bummer.
-
-
-
-
- ++Q2: Near the start of the level, there seems to be a hidden
- elevator that takes you back up the landing bay level.
- How do I get into it and activate it?
-
-
-
-
- ANS:
- ! You can't; this just seems to be left over from a previous
- ! design level. There's no safe way to get back up to the
- ! landing bay so get what you need before you drop down.
-
-
-
-
- MISSION #10
- ==============================================================
-
- ++Q1: I can't get away from the Kell dragon. Am I supposed
- to kill with my bare fists?
-
-
-
-
- HINT:
- ! Yes.
-
-
-
-
- ANS:
- ! It's not as crazy as it sounds; your fists
- ! are supernaturally strong. Try to rush in and punch
- ! him in the face (you'll see him turn to his left)
- ! then dash back before he can bite. Keep doing this
- ! until he dies. It will happen!
-
-
-
-
-
- ++Q2: How do I find the blue key?
-
- HINT:
- ! Blue keys don't seem to come easily! Press the rotary switch
- ! inside the split oval structure, then walk around the
- ! outside of the oval structure to see what's changed.
- ! You need to have killed all the enemies in the area first
- ! or they'll undo the change.
-
-
-
-
-
- ANS:
- ! There's a black trim around the outside of the oval
- ! structure. Turning the rotary switch causes the trim
- ! to become a very narrow staircase that you can walk
- ! up. At the top, it becomes an equally narrow ledge
- ! that you can creep along until you're able to jump to
- ! the blue key. If the stairs fold back down out from under
- ! you, it's because you haven't killed all the creatures
- ! in the area first. Do it.
-
-
-
-
-
-
-
- ++Q3: I've gotten to a pit full of Gamorreans and raised the floor
- of the pit. But the white door on the other side won't open.
-
-
-
- ANS:
- ! It opens automatically when you get your gear back (no it doesn't
- ! make sense.)
-
-
-
-
-
-
- ++Q4: Where is my gear?
-
-
-
- HINT:
- ! Look for something hanging from the ceiling. Jump up and grab it.
-
-
-
-
- ANS:
- ! Go through the blue key door and proceed to an area overlooking
- ! a pit full of Gamorreans. Straight across is a white door.
- ! To its left is a ledge with a Gran or two. On your side
- ! is an unopenable door and a slit window looking into a
- ! gymnasium-like room full of Gamorreans.
- ! Kill the Gran with detonators, then jump to the ledge
- ! where he was. Creep along until you enter a room with a switch;
- ! throw the switch to open the door to the gymnasium. The room
- ! itself has only one exit which takes you back to the gym entry.
- ! Your gear is hanging from the ceiling inside the gym.
-
-
-
-
-
-
- MISSION #11
- ==============================================================
-
- ++Q1: I've reached the "hexagon" puzzle and can't get in.
-
-
-
-
- HINT:
- ! The hexagon is composed of three concentric rings that surround
- ! a core room at the center. Initially, you're in the outer ring.
- ! Each door switch has one of four positions: one position closes
- ! all three doors at your position, one opens the outer door only,
- ! one opens the middle door and one opens the inner door (the indicator
- ! light makes it obvious which one.) Each ring has exactly one
- ! segment that contains an opening to the next ring (the outer ring's
- ! key segment is the one after the second door going clockwise
- ! from the entry room.) You need to set the doors so that these segments
- ! are connected; then you can walk through to the core. If you
- ! know the segments, this is a straightforward pencil-and-paper
- ! puzzle. Fortunately, the Empire has kindly provided a map showing
- ! the exact location of the segments. Look for a nearby wall diagram.
-
-
-
-
- ANS:
- ! From the entry way, make a complete clockwise circuit
- ! of the outer ring, pressing each door switch once. Now,
- ! all the indicators should read BLACK-RED-RED (from top to bottom).
- ! Now, go back to the key outer segment (the one with the opening
- ! into the middle ring.) Stay in the outer ring, then go past the
- ! open door in the counter-clockwise direction and set the switch
- ! just beyond to RED-RED-BLACK. Do likewise with the next three
- ! switches in the counter-clockwise direction. Then, set the next
- ! two switches to RED-BLACK-RED. Now you're back in the key segment
- ! and you can follow the open doors to the core.
-
-
-
-
-
-
- MISSION #12
- ==============================================================
- ++Q1: How do I get to the smuggler's ship?
-
-
-
-
- HINT 1:
- ! From the starting room (the Crow's landing bay), you can
- ! look out the viewport and see the smuggler's ship. (It looks
- ! like a big gray box; not very pretty.) The metallic blue
- ! arm going out is part of the fuel station structure.
- ! When you press the hand switch inside the airlock,
- ! look outside the small window and watch what happens.
- ! This is significant. More importantly, you have to find
- ! a way to undo it.
-
-
-
-
- HINT 2:
- ! The fuel station has a single boarding ramp that pivots
- ! between your landing bay and that of the smuggler's ship.
- ! When you pressed the hand switch, you caused the ramp
- ! to pivot to your landing bay, cutting off access to the
- ! smuggler's ship. That's the action that you see outside
- ! the small window in the hand switch room.
- ! When you fight your way through the anteroom to
- ! the main ring corridor circumscribing the station,
- ! the anteroom to the smuggler's landing bay is easily
- ! found just one door away in the counter-clockwise
- ! direction. However, the silver door leading to the
- ! boarding ramp won't open, and now you know why.
- ! Your main task is to get the boarding ramp to swing
- ! back to the smuggler's ship; then the silver door will
- ! be openable. The ramp is controlled from a booth that's
- ! one level above and overlooks the boarding ramp. Use
- ! that information and your map to figure out where to go.
-
-
-
-
- ANS:
- ! The ramp is controlled by a switch that's reached
- ! from the NW tunnel leading away from the central rotating
- ! drum room with all the steam thingies. Getting there is a
- ! puzzle all in its own; see Q2 if you have problems.
- ! Note that the switch can be pressed multiple times
- ! and each press toggles the ramp to the other landing
- ! bay. Make sure that the ramp connects to the smuggler's
- ! ship before you leave! You can see the ramp by looking
- ! outside the control room's window.
-
-
-
-
-
-
-
- ++Q2: I'm confused by that big rotating drum platform. How do
- I get it to go where I want?
-
-
-
-
- HINT:
- ! You'll want to visit the SW bay first (after that, the
- ! puzzle pretty much solves itself.) The fast way is to
- ! speedjump to the drum from the SE bay. Another way is
- ! to press the button in the SE bay to bring the platform
- ! to the SE bay. Now you can walk to the drum but getting back
- ! to the SW bay is a new problem. However, something will have
- ! changed by the act of bringing the platform to the SE bay
- ! which will be useful to you here. Look around for it.
- ! And by the way, that drum sure moves slowly, doesn't it?
- ! You may be able to exploit this.
-
-
-
-
- ANS:
- ! Here's the easiest (not the fastest) way to get to all
- ! four bays. You start out in the SE bay. Press the red
- ! square switch here to rotate the platform to your location.
- ! But don't get on yet. Go down to the main floor and you'll
- ! see there's a button at the bottom of the SW pillar that
- ! was previously hidden. Press this, then RUN back to the SW
- ! bay. The platform will be swinging back to the SW bay but
- ! because it moves so slowly, you'll still be able to jump
- ! to it. Ride it to the SW bay. At the SW bay, press the button
- ! and ride the platform to the NE bay. There, press the
- ! button to ride to the NW bay.
-
-
-
-
-
-
-
- ++Q3: Where are these new stormtroopers coming from?
-
-
-
- ANS:
- ! From thin air. The game has an enemy respawning device
- ! which this mission uses in spades.
-
-
-
-
-
-
- MISSION #13
- ==============================================================
-
- No one ever gets stuck here.
-
-
-
- MISSION #14
- ==============================================================
-
- ++Q1: In a room where I've killed a Phase 2 Dark Trooper,
- I see a narrow crack in the wall through which I can
- see some goodies. How do I get there?
-
-
-
-
- HINT:
- ! Look for a red square switch high up on a pillar
- ! later in the level.
-
-
-
-
- ANS:
- ! Shortly after going through this room, you reached
- ! a place where you jumped from a dark ledge to a
- ! light ledge, then jumped from there to another light
- ! ledge. From the middle ledge, you can see a red square
- ! switch on a pillar. Jump to it and press it while falling.
-
-
-
-
-
-
-
- ++Q2: I've found a dark, narrow room with revives and extra lives
- hanging from the ceiling. How do I get those? I'm going to
- need them to survive this level!
-
-
-
- ANS:
- ! Rest assured, this room is truly a waste of time. The "method"
- ! of doing this is to blow up mines under yourself to get up to
- ! the height of the goodies and hope that the lives you lose
- ! are counterbalanced by the lives you get (if you get them.)
- ! I don't know of anyone whose actually done this and it's
- ! MUCH easier to learn to complete the mission without dying.
- ! You don't need to do anything in this room to get 100% secrets
- ! either.
-
-
-
-
-
-
- ++Q3: I've found the first two exchange couplings but I can't
- find the third. Help.
-
-
-
-
- HINT:
- ! If you've reached a long U-shaped conveyer belt overlooking
- ! a dark mined area, do not descend to the dark mined area and do
- ! not try to jump across to where the commandos are. Instead, study
- ! the V-shaped split carefully as it comes on you.
-
-
-
-
- ANS:
- ! Crouch as you approach the V-shaped split. The belt will take
- ! you right under the split into a new area.
-
-
-
-
- ++Q4: I've gotten past the area mentioned in Q3 but I'm still stuck.
-
-
-
- ANS:
- ! The next major puzzle is a horrendous conveyer belt ride
- ! full of obstacles that keep tossing you out holes in the side.
- ! Jump and crouch to get past all of them. This can be frustrating
- ! at first but once you master the sequence, it's very easy
- ! to repeat. You can also toss some thermal detonators out
- ! the holes as you pass to let the Imperials down below
- ! you haven't forgotten them.
-
-
-
-
-
-
- ++Q5: I've reached the end of the ride in Q4 and shut off the conveyer.
- But now, I'm at a dead-end.
-
-
-
- HINT 1:
- ! If you've gotten this far without clues, don't give up now.
- ! You'll HATE yourself when you find out what the answer is.
- ! It isn't really a puzzle and the solution is very
- ! close to the switch. Use your map.
-
-
-
-
- HINT 2:
- ! Pretend you never saw that room with the two arc-welders.
-
-
-
- ANS:
- ! Drop out the gray opening nearest to the shutoff switch.
- ! It does NOT go to the two-welder room.
-
-
-
-
-
-
-
- ++Q6: Now I've reached a room with five buttons. What do they do?
-
-
-
- ANS:
- ! The buttons move the wall panels on the far side of the room
- ! up and down. Press them until the "crack" in the wall
- ! forms a continuous line. This will open up a hallway on the
- ! other end of the dark corridor that got you here.
-
-
-
-
-
-
- AT LAST...
- ==============================================================
-
-
- ++Q1: Where was Boba Fett?
-
-
-
-
-
- ANS:
- ! He was the flying dude flying fireballs at you at the end of level 11
- ! (Imperial City.) You probably thought it was a Dark Trooper.
-
-
-
-
-
-
- ++Q2: Where is the Ewok?
-
-
-
-
- ANS:
- ! It's easiest to use cheats. Start level 4. Type LAIMLAME
- ! (invulnerability.) Walk straight forward and drop into the
- ! canyon below. Rotate 180 degrees so your nose is mashed up
- ! against the caynon wall. Slide over some right, then type
- ! LAPOGO (can step over any height.) Keep sliding to the right
- ! and pushing against the wall until you pogo into a secret
- ! cave high up on the wall. Now, push against the wall panels
- ! until one opens. The Ewok is behind. Shoot it and see what happens.
-
-
-
-
-
-
-
- ++Q3: Where's the smoking room?
-
-
-
-
- ANS:
- ! Start level 6. Make your way to the red key door. Just next to
- ! it is a dark, L-shaped passage. Go a short way down the passage
- ! and BEFORE you turn the corner left, you'll see a cracked wall to your
- ! right. Blow up the wall and jump into the revealed hole (kind of
- ! tricky; you have to jump, then crouch to fit in.)
-
-
-
-
-
-
-
- ++Q4: Where's the bathroom?
-
-
-
-
- ANS:
- ! Level 7. Enter the white ship area. Just before you get to the
- ! red key door, there's a white door with a green light to your
- ! right. That's the bathroom door.
- ! In addition, half of the player-made GOB's include bathroom
- ! jokes. Or so it seems.
-
-
-
-
-
-
-
- ++Q5: Where is the "Ewoks suck" graffiti?
-
-
-
-
- ANS:
- ! Level 7. Type LADATA and go to the coordinates X:-136, Y:-40.0,
- ! Z:627. Face west to the little crawl door that takes you out
- ! to the main hangar. If you crouch, you can see the graffiti
- ! scrawled at the bottom; it's gray on metal blue so it's hard
- ! to see. This appears in other places but I don't have them handy.
- ! This level has other amusing text written on the various
- ! shipping crates.
-
-
-
-
-
-
-
- ++Q6: Where's the rabbit from Sam&Max?
-
-
-
-
- ANS:
- ! Level 8. At the landing area, there's a tiny ledge just
- ! below the edge of the cliff. This leads to cave with an extra
- ! life. Walk around and the HUD map will form the outline of a
- ! rabbit (has no relationship to the actual shape of the cave.)
- ! Type LACDS to get more lapine detail.
-
-
-
-
-
-
- ++Q7: How do I get to Jabba's Jacuzzi?
-
-
-
-
- ANS:
- ! On level 10, the door leading to the jacuzzi is at the end of the
- ! Gamorrean pit in the very last room (it appears yellow on the HUD.)
- ! To open the door. go back and look straight up the chute that got
- ! you here; you'll see a turnswitch high up. Use mines to get up to
- ! the level of the turnswitch and activate it.
-
-
-
-
-
-
-
-
-
-